Masteries

Offense:
21

Defense:
9

Utility:
0

Pro's+Con's

Pros

+ Good Harassment early game
+ Amazing at chasing down
+ Q blinds the Monsters, acts as an amazing shield
+ Vault can jump over walls to minions (in jungle its combined with the w to see what monsters are there)
+ Great for getting into and out of fights
+ Heightened Senses Keeps you safe in lane and cause be used to dash over walls with Vault to jungle minions.

Cons
- Even with your ult, CC cause stop you from getting away
- Can only dash to enemy targets, so not the best tool to get away.
- Blind can be blocked by others and minions
- Very Low base attack speed (That is why I runaan's first usually)
- Long cooldown on ult
- You will be a target as the adc, even if you are jungling.

Summoner Spells

Smite-Pretty necessary on almost all Jungles.

Flash- Great spell for getting into range for a kill, or getting away. Still one of the most powerful spells in the game.

Heal-A great spell, can give you (and your team) the upper hand in a fight, Barrier is probably a better option due to the usage and effects of ignite. In a jungle that has a little sustain, it can be a big help in clearing that "one last shade/wolf camp" before you recall.

Barrier- Great spell, Blocks more damage than Heal, no reduction from ignite but it only lasts two second.

Exhaust- Good spell in a 1v1, with chase, and the reduction of their attack damage.

Cleanse- Gets out of all cc and effects and even summoner spells (not suppression skills). Great combo with Tag Team to get away, also a plus is that the next 2 seconds after, all cc is reduced by 65%.